Ultra changes (location test)

Agreed! I will try Decapre, I can play well both Vega and Bison and I find they are not much different, both are weak at anti-air, heavily rely on poke and doing ground game, so boring

i wonder how many vega players actually use bison as an alt

I use Bison sometimes. I also use Balrog, Guy, Blanka, Ken, E. RYU and Yang as subs just in case. But I’m too stubborn to bother changing when I’m facing difficult odds :stuck_out_tongue:

I don’t get why people are proclaiming the dropping of claw, you knew what he was when you started playing him. Vega’s AA is a multitude of moves with situational viability relying heavily on timing and spacing. His whole game is finesse and annoyance, so much fun.

-Where there is smoke there is fire and where there is a cross up there must be an un-blockable.
-its not much but its something of a mixup with cross up lk>throw/Go straight into a combo or just empty jump cr lk>FBA.
-There must some sort of an ambiguous here since j. lk lays vega hitbox out flat and most of his other jump-ins extends his leg hitbox downward very much. Will doodle with it later to see if I can determine where to drop (in front or behind)
-Cross up with 0 block frames is a little bit more useful when used in conjunction with his flips as option select (not ve 3 frame reversals obviously) and also with an instant overhead
-Makes opponents think twice about dashing under us
-its not great but im sure u vega players are used to getting creative with the smallest shit tools we are given

It can be very fun, but equally annoying as well. I’ve mained him since Vanilla. Trust me, the Vega I was used to (HD Remix) is nothing like the Vega we got, for better or for worse.

Make no mistake, I’m glad Vega requires a brain to use. However, when you lose to brainless tactics (instant-divekicks > combo > knockdown > rinse > repeat) it becomes hard to put up with.

I remember back in Vanilla when people were trying to find uses for PoM (aka PoS) when it wasn’t an overhead. Turns out that the developers had no idea wtf they were doing with Vega in the Vanilla build. I’m sure there will be people who will claim that j.lk has some real use. Unfortunately j.lk is a terrible concept to begin with. Vega’s main game is getting away and poking. Having you right next to them is what they want. Why would you risk a crappy combo (thats most-likely going to get blocked) for a terrible situation?

Realistic changes we could’ve used.

-Improved backdash distance
-Cr.Fp reduced hurtbox / Improved hitbox
-Faster jump speed
-Usable Super
-Faster / Further forward dash.
-CH less recovery

i don’t want better back dash distance, this will make me unable to punish their grab attempt when i back dash out :frowning:

I just typed out a long post about how Vega’s weaknesses outweigh his fun factor. But I decided to delete it because we’ve been arguing the point for a long time and apparently if you give Vega any major buffs he somehow becomes OP.

But the tldr of what I was gonna type: when I started playing Vega in vanilla I thought he was great and a lot of fun. But then I saw that his backflips were unusable; cr. jab beating every wakeup option including poking out of U1 and emptying the revenge gauge before he leaves the ground, so no need to respect anything he does after knockdown; j. jab and short beating everything he does in the air; AAs are indeed situational and require timing and spacing… which vega has trouble controlling either against most of the cast. I’m probably going to put him on the back burner in Ultra because he’s much less fun than that first week when people thought he was amazing. But now he’s a chore to play when fighting people know how easy it is to exploit his weaknesses…

PoM wasn’t an overhead? Lol, I didn’t remember that XD

The two buffs that caused the most tears after removal was cr. jab and EX ST, both of which could have made life as a claw player much easier. Combofiend was all good with the changes till he talked to Zeus who said it was too easy; which had every claw player including myself wanting to slap Zeus. I can hit my links with some reliability but that added frame would’ve made the difference and given him SFxTK level of ease which didn’t seem to break him in that game one bit. The iFrames on EXST I’m ambivalent over but when you really think about it, there’s no reason not to have that. When you look at E. Honda, that EX headbutt means you have to respect him once he’s stocked which is all we really need.

I would’ve loved those buffs, but I can’t allow myself to get torn over it since I’m not going to put anymore time into this game than I need to. Vega is solid, and Hugomania will be running wild come June

Yeah, I remember all that BS, BnB only worked on half the cast and wall jump didn’t always work right. It’s a wonder so many people stuck with this dude. We must all be masochists.

I see you on that, but I’d rather be able to escape lame dive kick pressure than punish whiffed grabs with a cr.mp.

Vanilla Vega had so many things wrong with him it was ridiculous.

  1. Ultra - If Vega hit you with his ultra in top level play it was the equivalent of getting beat with Dan. No Knee hit on the way up, no invincibility, just bad. Also, this meant Vega was always free on wakeup. Always.
  2. PoM - PoS
    3.Being Unmasked - You did an extra 15% damage…but took an extra 25% damage. Not to mention it took less hits to knock off your mask and claw. Btw, mask removal cost 2 bars back then. Simply put, it was the most disrespectful taunt in the game.
  3. EX-FBA - Glitched 25% of the time not bouncing off the wall in time, or not at all…Also as mentioned it wouldn’t always connect after St.fp>cr.mp or on crouching characters if they were far enough. Basically think Vega’s U1 in vr.2012 and that’s what the knee hitbox was like. Not great.
  4. His normals would easily cancel into claw removal on accident. Not sure how they fixed it since the command is the same. I remember it happening a lot.

I also didn’t realize they changed Remove Mask to 1 bar, I still thought it was two >.<

i actually punish with cr.lp, cr.mp x ex fba. if you increase the distance, than all we really have IS cr.mp, haha. hmm speaking of which…back dash, st.hk x RF, ultra…hmm, interesting…

Vega is heralded as having long reach, but his combos only work on like half the cast (crouching Sakura and shotos are the main culprits). I propose these three changes:

  • Less pushback on cr.MK.
    Doing so will make cr.MK, cr.LP, cr.MP xx EX FBA possible on more characters. Currently, cr.MK nearly always pushes Vega away from outside the range where cr.LP will hit. That is, unless you’re doing cr.MK at like point blank range. À la SFII era Vega, where all his combos pretty much start with him super up-close with his opponents.

  • Extend EX FBA’s hitbox downwards.
    For the same reason on the same usual cast (crouching Sakura and shotos), EX FBA will whiff on some of the cast. Annoying.

  • Extend hitbox of LP RCF and (maybe all versions) ST.
    Combos like cr.LP x3 xxx HK ST don’t work on everyone. And since they have experience with making LP RCF easier to combo into in SFxT (where you could do cl.HP, cr.MP / cr.MK, cr.MP xx LP RCF), they could pull this off. You know, have it so Vega doesn’t have to spend meter every time he gets a hit to do decent damage.

And since these changes just make existing options a little easier and don’t actually give him new tools or make him brain dead to use, Capcom might not be that much against these changes.

These changes wouldn’t help Vega get in, but once he gets in, he won’t have to worry about such minute details like Sakura being a midget.
Do you get it? I hate Sakura. Another thing is Vega’s 2-hit normal, s.HK, whiffs on her Focus Attack because she gets down low.

Claw beats Sakura.

Anyway, I made 60% of those requests and nothing was accepted/read. But whatever man, that ship has sailed a long time ago (if it ever existed).

STILL change suggestions? This is a lot like fanfiction right here…

Remember when Justin Wong and PR Balrog complained to Combofiend about USFIV arcade Guile being too strong? And then he got nerfed? What I mean is that it’s still not too late to push for more buffs.

Capcom has shown that they think Vega has enough tools to get the job done. So we should focus on buffs like these. Essentially bug fixes and character specific hitbox changes.

I made this request a long time ago.

Lol if j.lk cross up remains, it’s still pretty good. Assuming I don’t get the buffs I would like to see, at certain arcs (on Sagat for example) while jumping in you can let rip a j.hp and hit in front or wait a split second and go for a cross up j.lk. A strong 50/50 when close up. Now your opponent has to look out for a kara throw, pokes and a possible ambiguous jump in. Gives vega more ways to open opponents up. His jump arc components that cross up buff nicely.

Vega players are so pessimistic. DWU is going to help us a lot… A LOT. So is red focus. Stop crying. He’s going to be good. Now the bullshit is out the window and characters that couldn’t contend before have a better chance at contending now.